This is a DHT exam file. Its place is in the dht-exams directory. The DOOM Honorific Titles Created by Frank Stajano on 1994 05 01 Anton Magleli hereby conquers the title of DOOM 2 Tyson, which becomes his Sixth Advanced DHT Title! WHOPEE!!! Exam file name : D2T-AVM.ZIP Title conquered : DOOM 2 Tyson Author : Anton V. Magleli Completion date : 1996 08 02 Game and version used : DOOM 2 v.1.9 Log entry : - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CHAL: D2T AVM Anton Magleli 24 18 28 RLL-RLL-RFR : Anton Magleli - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Substitutions? : None Additions to base : MAP09 (Medium), MAP17 (Medium) System used : 486/100 8Mb, PCI video, Sbpro and a pair of Really Powerful Speakers Controls used : Mouse: Left ... fire Right ... forward Middle ... strafe on Keyboard: D ... strafe left F ... strafe right S ... run A ... use SPACE ... back E ... turn left R ... turn right Free interpretation: MAP17-UV Tyson, including Dual Caco Telefrag Comments: A couple things I found useful for Tyson play and training: 1) Using -timedemo command is a neat trick to quickly review long LMPs (thanks George Bell for the idea). The command makes DOOM play the LMP as fast as your computer allows. By reducing the screen size, you can give it even further speed boost. And pressing F5 (low detail) makes it lightning-fast. 2) The "Q" key, which is used to exit recording, is in dangerous vicinity to the two Tyson weapon selectors, "1" and "2". Accidental presses on "Q" are almost inevitable, and they did ruin many of my LMPs. But this time I said no, ENOUGH of it, and made a little gadget which I placed under the "Q" key to prevent it from pressing. Exit from the recording I now do via menu (does not affect LMP integrity), so I recommend this. Now to my Tyson Adventures. -= MAP18 =- Level MAP18 This MAP has been added to the BASES by Difficulty rating Medium legendary Jonathan Hoof. I basically Health found on MAP ~840% follow his route in my LMP. My own new Armor found on MAP ~150% trick, however, is also present and in this Bullets obtainable 345+50 recording it worked excellent. You see, my Berserk available Yes biggest problem with this MAP was I could Chainsaw available No not punch the Cacos very well (still can't, PAR time 2:30 actually). Yet the survivors of the initial -------------------------- chaos are always Cacos, and their extermination LMP time 16:13 is a real pain. So on my first rush into Items picked up 84% the courtyard when I release the monsters Secrets found 75% and let the massacre begin, I *purposely* Health on exit 185% save one of the revenants for later. When Armor on exit 27% the tide of battle ends, and a bunch of grinning Cacos starts their hunting for my ass, I release my friend, a revenant (the only friendly guy of all those nasty skeletons though). His beautiful homing projectiles make really satisfying sounds when they hit those ugly Caco faces :-D Some Cacopunching can't still be avoided; two fresh Cacos by the BFG must be fairly taken out by fist. There's generally plenty of bullets to finish off all the remaining Cacos in the Blue Key Room. One should conduct the shootout very carefully, though, as the Cacos can easily block the way. Well this MAP took me approximately 25 tries, and I felt kind of relieved because the next MAP in my working plan was the one from "Easy" set and it was -= MAP24 =- Level MAP24 I have nothing new to offer in this LMP, Difficulty rating Easy except that I consider imp punching here Health found on MAP ~1090% pretty solid. The route repeats that of Armor found on MAP ~520% Mike Pratt who pioneered this level. I still Bullets obtainable 610+50 avoid Cacopunching and prefer bullets Berserk available Yes whenever possible. 'Easy' is too liberal Chainsaw available No a word for this MAP. By difficulty I found it PAR time 2:30 exactly the same as MAP18. It should be -------------------------- mentioned, though, that there are no critical LMP time 30:14 points, except you definitely do not want Items picked up 87% to end up in the pit with no exit. Also, Secrets found 25% some problems (chaingunners) often arize in Health on exit 97% the rooms with the first berserk. Due caution Armor on exit 76% helps to handle these. So the MAP done good style, I checked out George Bell's LMP of MAP28, my "Hard" level -- GULP -- put it aside and set to work at my out-of-base, MAP09. -= MAP09 (out of base) =- Level MAP09 This was the level I had in mind requesting Difficulty rating Medium a D2T challenge. Would have nicely fit into Health found on MAP ~1020% the "Hard" set had MAP06 not been there. Armor found on MAP 500% This MAP attracted me mainly because the Bullets obtainable 430+50 Pain Elementals (PEs) are harmless there; at Berserk available Yes least THEY would not pose a threat. At first I Chainsaw available No thought this PE idleness is some kind of bug PAR time 4:30 in DOOM2... I was WRONG, but pleaded happy -------------------------- ignorance. So I developed the route, did LMP time 29:09 it with saved games (PEs worked okay!) and Items picked up 89% started trying the recording. One Secrets found 100% session was lucky enough, I was close to Health on exit 157% victory and few enemies remained. Among them Armor on exit 143% some PEs. I walked into their room, idly primed my fist, feeling absolutely safe... next thing I know was the air filled with Lost Souls. Of course they ate me alive. That was SO frustrating: why the hell they sometimes spit out the LS, sometimes not?? To find out, I set up a level (using WinDEU), put in some LS ans PEs and experimented a bit. This is how I found that no more than 21 Lost Souls can exist on a level. On MAP09 there are more than 21 LS initially (so PEs are idle) but I happened to kill most of them and thus activated the PEs. Later I also found explanation of this phenomenon in the r.g.c.d FAQ, but they are reporting the wrong number of 20. The route I have now chosen eliminates this problem. Very hard point that remains is the chaingunner's room. Survive it (and do NOT shoot the chaingun they'll promptly give you!!!) and you're halfway to win. Another place is the outdoors area; what happens there is rather unpredictable. In this LMP all went good, except that I accidentally wasted one of Berserks. By some VERY lucky chance both Mancubi near the exit got engaged simultaneously. This allowed to safely punch them from behind. Usually I had to punch out one of them while facing him. * * * The inevitable MAP28 had still been awaiting me and I prepared for the hard work. -= MAP28 =- WARNING. In order to replay this LMP, It is recommended to do a clean boot and AVOID using the -timedemo. Otherwise DOOM crash may occur (happened to me once) as MAP28 is a large and complex level. Level MAP28 This MAP is tough as hell. Really. The first Difficulty rating Hard room is very hard; approx. 15% chance that all Health found on MAP ~930% goes OK. Then, I chainsaw the Pain Elementals, Armor found on MAP ~500% one-by-one; this technique helps to avoid Bullets obtainable 515+50 the problems with Lost Souls. Before descending Berserk available Yes into the spider lair, I go kill all the demons Chainsaw available Yes and specters, because I do not want them later PAR time 7:00 to screw up the Vile Twin Punchout. This has -------------------------- one minor drawback: sometimes a Knight would LMP time 33:49 emerge at the entrance to the spider lair. Items picked up 100% That he did. OK, kill him, make the spiders Secrets found 100% quarrel, release the first Archie. The Archie Health on exit 41% starts to revive the spiders, so I hurry to Armor on exit 0% kill him. Here I unintentionally step over another I.V. sphere... OK, time for Dual Vile Punchout -- goes excellent! Kill the solo spider and some Chainies. The fight with the remaining Mastermind promises to be very tedious, but an occasional Arachnotron saves the day. The mob of Revenants is fought VERY risky (no extra I.V., ammo shortage), two or three times I thought I was dead. Miraculously I survived. -= MAP17 (free interpretation ) =- Level MAP17 Strangely, until I began to think about my Difficulty rating Medium Free, I always rejected MAP17 as impossible Health found on MAP ~1450% in Tyson without giving it a closer look. Armor found on MAP ~660% My Nightmare nightmares :-) about this level Bullets obtainable 645+50 must have convinced me in its extreme toughness. Berserk available Yes But then I ran it with -nomonsters and browsed Chainsaw available No around. I found TONS of ammo and huge amount PAR time 7:00 of health scattered almost everywhere. So -------------------------- despite many Cacos, I gave it a try. Now I LMP time 30:28 can say this MAP goes Tyson fairly. The Cacos Items picked up 86% are all located in narrow tunnels or rooms, Secrets found 100% this renders their punching an easy thing. Health on exit 149% ALL Pain Elementals can also be properly Armour on exit 150% handled so that they can't spit out a single Lost Soul. Ample bullet supply is enough to kill the Archie, two Revenants, the 1st spider and all the imps unreachable by hand. Only very tricky thing I found is about punching the second spider. There's too little room to tweak him with pistol -- the spider easily blocks the way -- so you HAVE TO punch him to death. The best way I found is as follows: 1) Make sure you're holding down the "run" key. 2) Approach the spider and rapidly tap both "forward" and "fire" keys at the same time. Sounds strange but works good. The spider gets stuck in the lift so I spend some time pressing that button. And there it is, the Dual Caco Telefrag: telefragging two Cacos at once. I have always thought that only one monster at a time could be killed like this. Well, two could as well. Credits: First of all, I would like to thank Steffen Winterfeldt for his fantastic LMPs. Excellence of his recordings has set new standards of DOOM playing for me and many others. They inspired me to learn to REALLY play Nightmare, which is the best way to master the Game. To George Bell and Mike Pratt (Mike "Tyson" Pratt would fit really nicely ;-) for being dedicated DOOM players, for many interesting e-mail discussions, suggestions, tips, and moral support. To Frank Stajano and Jeff Makaiwi for carrying out the whole affair of DHT, the idea that makes so much for keeping DOOM alive, that sets GOALS to players and challenges them. Time to say the word "ID" ;-) To *ID SOFTWARE* for the creation of the best Game EVER, the Game that obsessed the minds of millions! Brilliant job, thanks! Last but not least, to YOU, the reader, for taking trouble of reading this whole boring text till the end! (Hmm, cheap trick but I can't help it :-)) Anton V. Magleli, Doom 1 Incubus, Doom 1 Grand Master, Doom 1 Tyson, Doom 2 Incubus, Doom 2 Grand Master, and now... Doom 2 TYSON!